dxRotateEntity(entity%,pitch#,yaw#,roll#,global%)

Parameters

entity - name of the entity to be rotated
pitch# - angle in degrees of pitch rotation
yaw# - angle in degrees of yaw rotation
roll# - angle in degrees of roll rotation
global (optional) - true if the angle rotated should be relative to 0,0,0 rather than a parent entity's orientation. False by default.

Description

Rotates an entity so that it is at an absolute orientation.

Pitch is the same as the x angle of an entity, and is equivalent to tilting forward/backwards.

Yaw is the same as the y angle of an entity, and is equivalent to turning left/right.

Roll is the same as the z angle of an entity, and is equivalent to tilting left/right.

See also: dxTurnEntity, dxRotateMesh.

Example

; dxRotateEntity Example
; --------------------

dxGraphics3D 640,480
dxSetBuffer dxBackBuffer()

camera=dxCreateCamera()
light=dxCreateLight()

cone=dxCreateCone( 32 )
dxPositionEntity cone,0,0,5

While Not dxKeyDown( 1 )

; Change rotation values depending on the key pressed
If dxKeyDown( 208 )=True Then pitch#=pitch#-1
If dxKeyDown( 200 )=True Then pitch#=pitch#+1
If dxKeyDown( 203 )=True Then yaw#=yaw#-1
If dxKeyDown( 205 )=True Then yaw#=yaw#+1
If dxKeyDown( 45 )=True Then roll#=roll#-1
If dxKeyDown( 44 )=True Then roll#=roll#+1

; Rotate cone using rotation values
dxRotateEntity cone,pitch#,yaw#,roll#

dxRenderWorld

dxText 0,0,"Use cursor/Z/X keys to change cone rotation"
dxText 0,20,"Pitch: "+pitch#
dxText 0,40,"Yaw : "+yaw#
dxText 0,60,"Roll : "+roll#

dxFlip

Wend

End

Index